SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Computer simulation of liquids
Computer simulation of liquids
Computer simulation using particles
Computer simulation using particles
Good vibrations: modal dynamics for graphics and animation
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Surface modeling with oriented particle systems
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Using particles to sample and control implicit surfaces
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Computing the differential characteristics of isointensity surface
Computer Vision and Image Understanding
Realistic modeling for facial animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Graphical modeling and animation of brittle fracture
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Interactively Deformable Models for Surgery Simulation
IEEE Computer Graphics and Applications
A Fast, Flexible, Particle-System Model for Cloth Draping
IEEE Computer Graphics and Applications
Breathe easy: model and control of simulated respiration for animation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A Bayesian method for probable surface reconstruction and decimation
ACM Transactions on Graphics (TOG)
Breathe easy: model and control of human respiration for computer animation
Graphical Models - Special issue on SCA 2004
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We present an interactive, physically-based, elastically deformable model using a particle system to model surfaces with interior volumes that can be haptically felt. Oriented particles used in existing surface-only models, and unoriented particles used in volume-only simulations are combined to form a bag-of-particles. Multiple species of surface and volume particles, coupled with prede£ned interspecies parameters, determine the elastic properties of a bag. Starting with an object represented as a 3D voxel bitmap of connected components, the gradient of its distance map gives a vector £eld, or gradient map, that captures the static shape of an object and provides shape-maintaining forces. The gradient map enables the user to de£ne the geometry of the simulated objects, and provides feedback reaction forces allowing a user to feel the model. A bag-of-particles model can simulate several objects in the same scene, as well as objects composed of different materials, such as organs with multiple tissue types. We demonstrate the bag-of-particles approach using a number of different data sources, and apply it to modeling myocardium dynamics.